Enjay.
Issue with your reply that it hinges too much on how popular or unpopular APNG is as image format which is irrelevant because at its core APNG is series of PNG images with metadata that dictates sequence and timeframe of those.
Debate should not be on popularity as it should be on fuctionality of format and use case.
GIF is limited to 8 bit color and transparency that is also only complete while APNG is 24 bit for both while transparency can be partial/graded along no framerate limitation.
https://www.ionos.com/digitalguide/webs ... t-is-apng/
Comparing GIF to APNG is like equivalent of someone comparing NES to N64 since you again mention GIF. SMK and AVI do not support transparency, former is 8 bit and latter can be 32 bit and can support audio.
Difference between PNG and APNG is that latter has multiple PNG images with additional chunks in single file. Chunk that indicates animation and has multiple images, chunk for frame time and chunk for image data for each image in animation.
https://wiki.mozilla.org/APNG_Specification
GIF and SMK aren't worthy of consideration while AVI would be limited to pre-rendered cutscenes while something like APNG could be used in role of showing pre-rendered cutscenes along being potential to be used in game for textures and sprites.
Rachael wrote:venividivici wrote:GZDoom doesn't support GIF and supports PNG thus supporting APNG makes more sense as it is series of PNG images.
It just simply is not as simple as that. But how can I expect to reason with you if you fail to see something as fundamental as this?

I don't expect it to be simple, but it certainly is simpler to support APNG than GIF.
If nothing else then you Rache or Graf or someone else may be inspired by APNG to create animated PNG format suited for GZDoom.
I am a layman, but looking arounds forums and various wiki that I am questioning sanity such as that for each frame individualy its stated 8 tics.
In that situation should it only be referenced at beginning and interpreted that it switches to next image every 8 tics in order until it reaches the last one? Or better first text references number of tics and each image in file is a number coresponding to a tic.
0 is first image and then every other image has different number such as image with 8 is show when 8th tic is reached until next one replaces once ticking reaches corresponding number of it.
If GZDoom was to support APNG equivalent format then for example name it perhaps SPA = Single Package Animation.
Run.SPA animation has 4 frames then first number for example is 47 then 0, 15, 31 and 47.
I am a layman so tell me if that makes any sense to you or not at all.
Enjay.
Issue with your reply that it hinges too much on how popular or unpopular APNG is as image format which is irrelevant because at its core APNG is series of PNG images with metadata that dictates sequence and timeframe of those.
Debate should not be on popularity as it should be on fuctionality of format and use case.
GIF is limited to 8 bit color and transparency that is also only complete while APNG is 24 bit for both while transparency can be partial/graded along no framerate limitation.
https://www.ionos.com/digitalguide/websites/web-design/what-is-apng/
Comparing GIF to APNG is like equivalent of someone comparing NES to N64 since you again mention GIF. SMK and AVI do not support transparency, former is 8 bit and latter can be 32 bit and can support audio.
Difference between PNG and APNG is that latter has multiple PNG images with additional chunks in single file. Chunk that indicates animation and has multiple images, chunk for frame time and chunk for image data for each image in animation.
https://wiki.mozilla.org/APNG_Specification
GIF and SMK aren't worthy of consideration while AVI would be limited to pre-rendered cutscenes while something like APNG could be used in role of showing pre-rendered cutscenes along being potential to be used in game for textures and sprites.
[quote="Rachael"][quote="venividivici"]GZDoom doesn't support GIF and supports PNG thus supporting APNG makes more sense as it is series of PNG images.[/quote]
It just simply is not as simple as that. But how can I expect to reason with you if you fail to see something as fundamental as this? :blergh:[/quote]
I don't expect it to be simple, but it certainly is simpler to support APNG than GIF.
If nothing else then you Rache or Graf or someone else may be inspired by APNG to create animated PNG format suited for GZDoom.
I am a layman, but looking arounds forums and various wiki that I am questioning sanity such as that for each frame individualy its stated 8 tics.
In that situation should it only be referenced at beginning and interpreted that it switches to next image every 8 tics in order until it reaches the last one? Or better first text references number of tics and each image in file is a number coresponding to a tic.
0 is first image and then every other image has different number such as image with 8 is show when 8th tic is reached until next one replaces once ticking reaches corresponding number of it.
If GZDoom was to support APNG equivalent format then for example name it perhaps SPA = Single Package Animation.
Run.SPA animation has 4 frames then first number for example is 47 then 0, 15, 31 and 47.
I am a layman so tell me if that makes any sense to you or not at all.